[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

Warhammer40k Kill Team/HoR

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 324
Thread images: 33

File: 1473554217199.pdf (1B, 486x500px)
1473554217199.pdf
1B, 486x500px
Warhammer40k Kill Team/HoR: Read, nigga, read edition

HoR rules available at http://heralds-of-ruin.blogspot.com/p/kill-team-rules.html?m=1

Tell us about your Kill Teams.
>>
File: Ork_Nobs_Charge.jpg (353KB, 1107x980px) Image search: [Google]
Ork_Nobs_Charge.jpg
353KB, 1107x980px
I'm going to ask same question here, since in original thread noone is answering. I'm playing HoR, have some rules questions.

Could someone tell me how does multiple assault work if I'm assaulting 1 single model with a squad of 5 boyz?

> I pick a main charge target during shooting phase
> I can fire my assault weapons shots
> If target died to shooting, then I need to pass LD test(can't reroll it with mob rule) to select another main target to charge at
> I roll 2d6 to determine charge distance
> I can now use this distance for every separate boy in my squad to charge at whoever I want (but I have to get at least 1 boy in base contact with main charge target!). Unit has to keep it's coherency though.

Correct?
>>
File: tacticaltest.jpg (46KB, 400x500px) Image search: [Google]
tacticaltest.jpg
46KB, 400x500px
Rate my chapter.

Only missing a name, a story, and maybe half a logo.

So far it's the Novamarines logo but in other colors. I'm looking into alternate symbols for the inner skull of the logo.
>>
File: Veterantest.jpg (49KB, 400x500px) Image search: [Google]
Veterantest.jpg
49KB, 400x500px
Veterans have silver helmets and the company color is in the knee, along with the squad number.

I'm doing it Forge World Imperial Armour style, so everything will be more random
>>
File: Sargetest.jpg (55KB, 400x500px) Image search: [Google]
Sargetest.jpg
55KB, 400x500px
Gun casings will be black / red / silver and a combination of those.
>>
File: Terminator test.jpg (59KB, 400x500px) Image search: [Google]
Terminator test.jpg
59KB, 400x500px
The eagle will be dark green / jade.

It's a trademark of them, but not part of their logo.

The logo is partly red, to contrast with the purple and bone white.
>>
File: chaos test.jpg (59KB, 400x500px) Image search: [Google]
chaos test.jpg
59KB, 400x500px
And there's also the chaos version, which I think works well with bronze accents.

Maybe to be used as part of their story.
>>
>>49435247
OP of the old thread here, thanks for making the new one.
>>
Holy shit I just realised how broken a Solitaire is in GW's kill team. Its an elite, it has a 3+ invun, moves 12 inches and has blitz. It can even take specialist rules for even more BS. Give one hatred, suddenly re-rolling everything that is not a 6 on the first turn.
>>
>>49435907
How many points is he?
Canonically Solitairs are horrifically deadly, but they also, as their name would suggest, commonly fight alone
>>
>>49435674
>>49435690
>>49435703
>>49435734
>>49435751
>all this edge
>>
Should i place more Kroots (10), give special equipment/more troops for my (3) stealth team?
>>
>>49435945
Ah shit I just realised you can't take him because the smallest a Harly squad is pointswise is 97. Ah well. Just use a squad of harlies with Fusion pistols for one shot instant death on everything.
>>
>>49435945
Not him, but 145-150 iirc. So you'll get wrecked by Deathwatch.

A single Black Shield with a Xenophase Blade will kill it. Since Xenophase Blade forces re-rolls of Invs and Black Shields double their attacks against Monsters and HQ's. So two melee weapons means, on the charge, the Black Shield will do 8 attacks, which force re-rolls.
>>
>>49436060
Solitaires can't be taken due to points issues, but A solitaire will kill anything it spends one turn of combat in with. 6 attacks base, auto wounding when 6 is rolled, one str 6 ap 2 instant death on 6 attacks, Focusing down the guy with the blade will be super easy.
>>
>>49436060
Also, Solitaires are not Monsters/HQ. They are elite
>>
>>49436094
True, but the Black Shield could also take a Storm Shield instead of an extra weapon, making it 3+/3++. Would be a lot harder to kill. Especially when that would cost 73 points to make.

I was looking through BA's dex and I think Lemartes would be a decent unit, until I realised he's like 135 points with 2W.
>>
>>49436124
Doesn't it have IC?
>>
>>49436141
It has Character, but it is not a Monster or a HQ. Black Shield specifies HQ.
>>
>>49436191
Nope.

>Atonement Through Honour
>A Model with this special rule doubles its Attacks in the assault phase if it is locked in combat with an Independent Character, a Monstrous Creature or a Vehicle, or if the combat it is in contains more enemy models than friendly ones (count all models locked in combat, not just the ones engaged with this model)

So, if Solitaire has IC, it takes the hits.
>>
File: Tau Kek.jpg (46KB, 862x521px) Image search: [Google]
Tau Kek.jpg
46KB, 862x521px
45" pulse rifle
22.5" rapid fire
15" extra death

I love eagle eye
>>
>>49436245
Okay. but this is assuming the Black shield survives the 8 attacks that hit it, and manages to roll enough 5s to hit back.
>>
>>49436259
>Stalker Pattern Boltgun
>36"
>+18"
>54" Range

:^)
>>
>>49436298
Seeing as the Solitaire is double the price of a kitted out Black Shield, I'd rather have multiple more models.

Obviously you'd have to increase the limit from 200 to like 250 to fit in a Solitaire, at which point that allows more Deathwatch in.
>>
>>49436355
Yeah. Id prefer more clowns with neuro Disruptors than one clown of ultimate death anyway. Its just that I really like solitaires since mine killed a Lord of Skulls in a big game once and then survived the resulting explosion.
>>
File: m'greater good.jpg (29KB, 320x320px) Image search: [Google]
m'greater good.jpg
29KB, 320x320px
>>49436326
>No rapid fire
>No supportive fire
>>
>>49436395
Stalker Pattern Boltgun with Kraken Bolts is Heavy 2, Sniper at AP4. At 54". Your guy is dead before he can even get in range.

I can also drop down to 45" range as well and go to Heavy 2, AP5, Sniper and Poisoned (2+). Or Heavy 2, AP5, Ignores Cover, Sniper.

Obviously Sniper is a bit shit, but can also do 45" S4 AP4 Rapid Fire.
>>
>>49436394
>solitaires since mine killed a Lord of Skulls

I like them too, don't have one, but I've always liked super killy shit like that. I'd happily raise the points limit to 250 if you wanted to fit him in. Or whatever. Hell, I'd go up to 500 points, with a larger board, to have more fun.
>>
-1 Kroot leader with rifle and sniper rounds.
-1 Kroot guerilla Specialist with Promethium Charges and sniper rounds
-1Krootox weapon specialist with Master Craftsman
-1Krootox combat specialist with Hammer of Wrath
-15 kroot with sniper rounds
-6 kroot hounds (beast) objective catchers (amazingly good at that job in Killteam).
>>
>>49436438
>>49436395
Taufags BTFO by SUPERIOR Imperial weapons!
>>
Question, when it says 'troops' does that mean you have to include two minimum troop choices with minimum squad amounts?

So I can't do, say

x1 Brother Corbulo (120)
x4 Death Company (80)
>>
Would a Commissar with a plasma pistol be of any use for a veteran squad? 40 pts seems a bit high and I don't know if he will do any good.
>>
>>49436796
No HQ allowed
>>
Can you get bonuses from Formations?

x5 Veterans (110)
x1 Terminator (40)
x1 Vanguard Vet (25)

Leaves 25 points for upgrades. Possibly a Frag Cannon for a Veteran. Or perhaps Assault Cannon on Terminator and Power Weapon for Vanguard.

But it also forms a Furor Kill Team. So do they get the benefit of such formation?
>>
>>49436832
But I thought you could add a commissar to a troop platoon without it being HQ?
>>
File: Sniper_drone_teaM.jpg (73KB, 444x319px) Image search: [Google]
Sniper_drone_teaM.jpg
73KB, 444x319px
It is a pity that these guys are Heavy Support Slot (I don't know why they are Heavy). Otherwise, I would have made a KillTeam with them.
>>
>>49436946
>Longshot Pulse Rifle 48" X AP 5 Rapid Fire, Sniper
>eagle eye
>Suddenly 72
>Rapid fire at 36
>>
Path of Glory any good?
>>
File: please respond.jpg (52KB, 331x331px) Image search: [Google]
please respond.jpg
52KB, 331x331px
>>49436882
>>49436726
>>
>>49436882
You can't take Terminators in Kill Team, so no formation to begin with.
>>
>>49437308
Thanks. I totally forgot about that. Replace Terminator with Biker. Does that get the bonus then?
>>
>>49436259
>>49436326
>>49436438
Blastmaster with Eagle Eye
72" S8 AP3, Heavy 1, Blast, Ignores Cover, Pinning
Or
54" S5 AP4, Assault 2, Ignores Cover, Pinning

Get styled upon, ye dogs of failed empires
>>
>>49437453
Yeah, well, we have new models. HAH!
>>
>>49437539
You cut me deep, anon.

You cut me real deep.
>>
File: JUST_AS_PLANNED.png (60KB, 493x143px) Image search: [Google]
JUST_AS_PLANNED.png
60KB, 493x143px
>>49437634
>>
Can I ask why Skitarii Sicarian Infiltrators are considered so good in GW kill team?
I play and but have none of the elites, so I might buy a box for Kill Team, but as far as I can see you have 5 T3 models with substantial overkill versus more modest Vanguard or Rangers. Don't get me wrong, it sounds awesome fluffwise, but why is it good rather than just cool?
>>
Need a decent list for Iron Hands.
>>
>>49437710
Because they have stealth.
>>
>>49437775
and fnp 6+
>>
>>49436326
Missile Pods
>36"
>S7
>AP4
>Assault 2
>Can take 2

:^)
>>
>>49437784
>FnP 6+
>Good
>>
>>49437814
>Krak Missile
>48"
>+24"
>72"
>S8 AP3 Heavy 2

:^)
>>
>>49437727
I guess a bunch of Tacmarines?
>>
>>49437934
Make sure you at least put them in a METAL BAWKS. Make some use out of those chapter tactics.
>>
I keep making Kill Teams.

Send help.

>5 Rangers - 60

>5 Striking Scorpions (Exarch, Biting Blade) 100

>Vyper (Shuriken Cannon) - 40

The Party Bus:

>6 Noise Marines (Doom Siren, Blastmaster, 4 Sonic Blasters) - 159

>Chaos Rhino - 35
>>
>>49438059
Do one for SoB!
>>
+++ KillTeam Tau (200pts) +++

+ (Elites) (115pts) +

XV25 Stealth Battlesuits (115pts)
····Rules: Infiltrate, Shrouded, Stealth, Supporting Fire

····Stealth Shas'vre (45pts) [Burst Cannon, Counterfire Defence System (5pts)]
····Stealth Shas'ui (35pts) [Burst Cannon, Counterfire Defence System (5pts)]
····Stealth Shas'ui with Fusion Blaster (35pts) [Fusion Blaster (5pts)]

(Counterfire Defence System: Description:Overwatch at BS2)

+ (Troops) (85pts) +

Kroot Carnivores (85pts) [Sniper Rounds (10pts)]
····Rules: Acute Senses, Infiltrate, Move Through Cover, Stealth (Forests)

····10x Kroot (60pts) [10x Kroot Rifle]
····3x Kroot Hound (15pts)

So, how common is Assault in Killteam? Is it enough to justify the Counterfire Defence System instead of bringing more Kroot?
>>
What should a Blood Angels kill team include?
>>
>>49438225
Don't bother with the counterfire, take more bodies. Although assault is more common, more bodies means longer till forced to a break test. You'll lose half the kroot easily if broken.
>>
>>49438362

What do you think is better? 5 Hounds for catching objectives or or 12 Kroots and 2 hounds for more shots?
>>
>>49435990
Not OP, but what's edgy about this? The purple?
>>
>>49438145
I'll try, but there are so few options outside of Heavy Support... Plus, how do Acts of Faith work in Kill Team? A Simulacrum would be completely useless, wouldn't it?

Holy Barbeque

>5 Battle Sisters (Heavy Flamer, Flamer) - 75

>Immolator - 60

>5 Battle Sisters (Flamer) - 65
>>
>>49438472
Hounds, unless you can to bring a krootox. Gives you some longer range firepower to camp an objective
>>
>>49437258
It's 0 to 2, dude. Optional.
>>
>>49438934
Yeah but I mean, does it have to be a minimum size squad to 'count'?

The minimum size for a DC unit is 5, so does it have to be 5 for Kill Team?

And do formation rules apply to Kill Team?
>>
>>49439055
No formations, just the kill team detachment (0-2 troops, 0-1 elites, 0-1 fast). Squads are purchased as in the codex, so minimum etc apply
>>
>>49439161
Yeah but my point is, in Deathwatch, you make formations out of 5 Veterans 1 Biker 1 Vanguard. All for under 200 points, wouldn't the bonus rules apply anyway?

As for codex points, thanks. Means I can't do it. Not to worry.
>>
>>49437710
sheer weight of attacks (Taser and 5 shot shred pistol)
aura of suck off each of them ( -1 WS/BS/I/Ld within 6")
dunestrider (flat +3" on all movement)
>>
I'm experimenting with some lists that I think might be interesting/unique to play and paint/display. Not looking to be competitive, but hoping to be at least competent.

I'm not trying to run all of these, but just one to pick to make, since I've been out of 40k for a few years and my friends want to give KT a whirl.

-ELDAR-

1. 9 Warp Spiders with Exarch (200). Hop around and maintain an aggressive close range skirmish.

2. 6 Wraithguard (192). Big cool tanky models that punch through whatever they hit. Low model count hopefully mitigated by resistance to break testing.

-NECRONS-

1. 6 gauss Immortals and 6 Deathmarks (192). Immortals bring the offensive while the Deathmarks pick off special targets.

2. 11 gauss immortals (187) . Pocket sized 3rd ed March of Doom. Swap to carbines in the event of a horde opponent.

3. 3 Wraiths with whipcoils and 5 Flayed Ones (194). Creepy robot slasher brigade. Want to use the old wraith models if possible.

-TAU-

1. 6 Stealthsuits with shas'vre and markerlight (195) Sneaky squad with high volley of shots.

2. 11 Vespids with Strain Leader (190) Hit and run bugs that stick to cover.

3. 5 Pathfinders with Shas'ui and 3 rail rifles, 1 Shas'vre crisis suit with burst cannon/missile pod, 1 Shas'ui Crisis suit with flamer/burst cannon (200) Crisis suit commandos with scout support.


Any look particularly more entertaining to play/play against than others?
>>
>>49436671
How can xeno bois even compete?
>>
I would like to like GWs new killteam, but it feels a bit too greedy (as usual for GW).

Looking at HoR, it seems vastly more s superior, more depth and better customisation. Which one you prefer, /tg?
>>
Quick question, would anyone here be pissed off if they had to go up against a LotD-based killteam? I kind of want to use one, but they look stupid powerful, to the point of irritation.
>>
>>49439761
No you cannot use any formations only the kill team detachment
>>
File: Fun times ahead.png (31KB, 676x563px) Image search: [Google]
Fun times ahead.png
31KB, 676x563px
Technically this works even with the Tauros because it is a fast attack and it's HP is 2 and its armour value is 31? I'm not saying that it is a effective list, but damn would it be fun.
>>
>>49439920
Specialist stuff from GW Kill Team is cool, but HoR every time for me. Former just doesn't have enough thought put into it.
>>
>>49435674
Only missing a name, a story, and maybe half a logo.

You could call them the Charlotte Hornets.
>>
how do you imperial guard for kill team?
>>
>>49440847
Apparently the best tactic is just to go blob, but I don't want to do that. I want some specialist stuff dammit.
>>
>>49440847
>>49440893
Chimera, grenadier veterans, plasma guns and maybe an autocannon team. Throw some specialists in there and you can wreck shit up.
>>
>>49439761
formations are straight up banned in kill team.

As in you could have a formation that uses a single 40pt troops unit, it still doesn't get to be used as a formation. The units are still legal as long as they meet stipulations elsewhere, but there are NO FORMATION BONUSES
>>
>>49436920
they count as an Hq but do not take up a slot, same as engineseers
>>
>>49441760
Awesome thanks for clearing confusion that up
>>
>>49437784
FNP +5 actually, note they have just FnP in their rules with no (+6) written next to it.

Also they have +4/+6, a straight up +3" to all movement (meaning bare minimum they charge 5" and run 4") Not to mention infiltrate is crazy good in Kill team.

It's this reliability that makes them look good. Keep in mind, I haven't actually used them yet, its just that the theory seems sound.
>>
How about an Officio Assassinorum Kill Team of one? Anyone tried that yet?
>>
File: 1471134341609.jpg (83KB, 750x750px) Image search: [Google]
1471134341609.jpg
83KB, 750x750px
>>49435247
>Have a Skitarii/Admech force
>See this thread
>curious
>look at .pdf
>"Canticles of the Omnissiah" is not used
>"Doctrina Imperatives" is not used

I am interested in a reasonable-scale 40k game that doesn't cost infinity dollars to get into, but do the rules really need to actively discourage me from playing the factions I love?
>>
I feel as if I got into the hobby at the correct time
>love the kill team format
>here bro, all kinds of deathwatch kill teams
it's hard picking just one
I really love the Salamanders terminator in the Cassius team but I can't bring myself to care about the other models
>>
>>49442613
speaking as a fellow disciple of the Omnissiah, being able to get BS fucking 7 on our entire kill team for a turn is kind of friggin broken. I don't blame them for taking it out.

Yeah it sucks one of our main rules isn't used, but for balance reasons its for the best.

Seriously, give them a try, theyre still good. We're one of the only codexes guaranteed to have a 2w leader, we get excellent small arms, built in FNP everywhere, and all sorts of other goodies. Taking out Canticles and Doctrinas is probably for the best
>>
File: full.jpg (53KB, 698x778px) Image search: [Google]
full.jpg
53KB, 698x778px
>>49439887
What do you think of this?

3x Immortals
4x Flayed Ones
Silencers
Backstabbers
Pts: 156
>>
>>49441660
thanks man, the local meta are marines, so some meq deleters will be nice

thank God for kill team, a real army is outside my budger
>>
>>49444282
not that guy but give this a try, I've been enjoying it

Grenadier Vets: Heavy flamer, Plasma (preferred enemy) Plasma (Ignores cover) Autocannon (Relentless)

Chimera with multilasers/heavy flamer

I was taking a bolter on the sarge but the spare 10pts would be better spent elsewhere. Heavily considering a lascannon instead of the Autocannon, or maybe even a missile launcher as dirty as I feel for saying that.

The base idea though works great, the Chimera ends up being an MVP every match I've used it.
>>
Anyone actually play any games, or are we still theory crafting?

I'm wondering if I should actually worry about vehicles, or if I'd be ok taking 10 Seraphim.

Currently, I'm toying with the following, which may be more well rounded

+++ SoB Kill Team 2 (200pts) +++

Celestian Superior [Bolt Pistol, Chainsword]
Celestian with Meltagun
Celestian with Multi-Melta
Celestian with Bolter x2

Seraphim Superior [Two Bolt Pistols, Melta Bombs]
Seraphim with Two Hand Flamers
Seraphim with Two Hand Flamers
Seraphim with Two Bolt Pistols x2

>Leader
Seraphim Superior

>Weapon Specialist - Sniper
Seraphim with Two Hand Flamers

>Indomitable Specialist - Relentless
Celestian with Multi-Melta

>Dirty Weapon Specialist - Expose Weakness
Celestian Superior
>>
>>49444470
Ive played several games, and for IG at least, vehicles are good. Most of my AT pulls double duty as marine killing weapons (like plasma) but I would make sure you have at least some way of killing AV 12 in CQC. AV 12 being the armor on a Chimera or Armored sentinel, sentinels in particular being nasty because they're walkers and can assault. Granted, both vehicles have terrible side/rear armor, bit a clever player will play to guard against that.
>>
>>49437333

No, you have to form a Kill Team Detachment. You cannot use any other detachment. A Kill Team Detachment consists of 0-2, 0-1, 0-1. It doesn't matter which ones you pick (so long as they're legal). It's like if you had a CAD with those units in it; they wouldn't just magically acquire the formation (detachment) bonus.

tl;dr no
>>
>>49444651

That makes sense. I briefly considered taking an Immolator just in case no one was prepared for armor. As for AV12 in melee, all Sisters come with Krak, so there's at least a chance. I'd probably aim my Meltas there, though.

So, how do you think that list would do, then?
>>
So I don't think this got answered last thread, if I'm playing Tau and want to get specialist rules for my Fire Warrior Support Turret, the turret is the actual specialist because it has it's own profile and shoots itself?
>>
>>49435990

I like it when people get excited about their own custom fluff. I may not partake it in myself, but I love it when people get incredibly excited about their doods adventures and their accomplishments within the universe. You just don't see that kind of passion these days. Just let people geek out and have fun a bit, ok?
>>
I havent played killteam yet, but from what I understand I still have fucking instinctive behaviour on my units. NIDBROS TELL ME ABOUT YOUR KILL TEAM.
>>
>>49445089
yeah instinctive behavior still applies. Though luckily since theyre all units of one they at least won't eat eachother.

My kill team is a lictor and some stealers and a broodlord which seems about the normal choice.
Otherwise a trio of warriors and some gaunts or gargoyles or something is probably the way you want too go.
>>
>>49435674
They are screaming soul drinkers successor chapter to me. Even fluffs in the chaos guys.
>>
File: Guitargun.jpg (29KB, 316x351px) Image search: [Google]
Guitargun.jpg
29KB, 316x351px
>>49437539
We have guitar guns.
THINGS SHALL GET LOUD NOW
>>
File: 2846544819_96368bc610.jpg (140KB, 450x310px) Image search: [Google]
2846544819_96368bc610.jpg
140KB, 450x310px
Are there any sold Kill team figures that don't work?
I feel like the Biker and the Librarian don't quite fit
>>
>>49444721
I like the idea, I'm running something similar with my Lamenters and it's a lot of fun, plus having footsloggers to hold objectives and do fire support is handy.

I've only done one game with the following but it was fun, if not the best list ever

Lamenters (Blood angels)

Tac Squad
Sarge (leader)
x3 bolter marines
relentless missile launcher

Assault squad
Sarge w/ x2 sniper hand flamers
x3 bp/CCW marines, one of which has instant death
melta marine with infiltrate


Not crazy good and could use some tweaking, but it was interesting. Having the assault Marines be S5 on the charge helps vs vehicles too.
>>
How many seeker missiles can a tau kill team in HoR use? They cost 8 per pop , str8 ap2 ignores cover and does not need line of sight. To fire them you need to spend a markerlight then it becomes bs5.

Also smart missiles seem absolutely broken against low armor horde armies - position them behind rubble and they start harassing the fuck out of your enemies - heavy 4(!) str5 ap5 on a bs3 turret with 30`, ignores cover and no line of sight required.
>>
>>49444837
I'd say no. The support drone has no stat line, cannot be targeted or assaulted. It's not a unit, so cannot be a specialist.
>>
Does anyone else thing the break tests are just unfun?

Once you lose half your dudes you simply just lose if you're playing a faction without easy access to fearless or similar, or with a low leadership test.

Then again, I play Orks.
>>
>>49445814
nah its cool. it keeps things from just being a slog match until someone is all dead which would overly favour horde teams. Do you reallly want to have to try kill all 50 of my gaunts with your probably only 8 ish guys.
>>
>>49445814
I feel like it's the only thing that really keeps hordes in check and let's me bring a platoon without being a dick.

Seriously that rule goes a long way towards toning down swarms of cheap models.

I will admit when I'm using my vets though that damn test has screwed me over more than once. Hence why my vets always have a vehicle with them..

Either way, its a necessary evil. Plus they make the game a lot more interesting tactically because every casualty matters. Even regular riflemen can really hurt to lose because they push you closer and closer to breaking. Very few forces can outright ignore it too so it doesnt feel too unfair and the few that do are usually low number squads that didn't care to begin with. I like the wrinkle it adds for the most part. Wish regular 40k had a similar mechanic honestly
>>
>>49445904
If someone is fielding 50 gaunts they already have a 50% chance of each model doing nothing due to instinctive behavior.
>>
>>49445055
this
>>
>>49445089
Hormagaunts ignore the eating themselves part of their instinctive behaviour as they're single model units, so they're better.

At the moment, I can't decide between:

>Shrike (Rending Claws, Scything Talons) - Leader
>Shrike (Deathspitter, Scything Talons) - Eagle Eye
>Shrike (2x Scything Talons) - Exploit Weakness

>Lictor - Eternal Warrior

>10 Hormagaunts

Or

>Shrike (Rending Claws, Scything Talons) - Leader
>Shrike (Deathspitter, Scything Talons) - Eagle Eye
>Shrike (2x Scything Talons) - Exploit Weakness

>Venomthrope - Stealth

>11 Hormagaunts

Or

>Shrike (Rending Claws, Scything Talons) - Leader
>Shrike (Deathspitter, Scything Talons) - Eagle Eye
>Shrike (2x Scything Talons) - Exploit Weakness

>14 Hormagaunts (Adrenal Glands) - One with Rage

OR

>Shrike (Rending Claws, Scything Talons) - Leader
>Shrike (Deathspitter, Scything Talons) - Eagle Eye
>Shrike (2x Scything Talons) - Exploit Weakness

>20 Hormagaunts - One with Furious Charge
>>
>>49446193
gaunts was just the first super cheap infantry that came to mind.

even so instinctive behaviour wouldn't be overly hard. Hormagaunts as units of 1 will either be required to charge something if possibe. or do so with the benefits of rage, so no downside really.
>>
Any ork players out there? I've nevere played much 40k and need some advice My current theoretical Kill Team is:

10 Boyz (110 pts)
-1 Nob
-'eavy Armor

7 Kommandos (90 pts)
-1 Burna
-1 Big Shoota
>>
>>49435247
Is there any reason to take high RoF weapons in KT? Sure that multilaser will kill the shit out of one dude every turn but at it seems unnecessary overkill when you could put the points towards having more bodies.
>>
Is it possible to make an all drones list for Tau?
>>
>>49446621
Depends on what you're fighting. Anything with decent armor, toughness or more than one wound, it's useful to have the multilaser against.
>>
>>49446621
vehicles
multi wound units
>>
So, three crisis suits, four pathfinders, one crisis as leader and the other two as specialists, and give one of the pathfinders... something. For the suits I'm thinking all double plasma rifles, one with ignore cover, one with preferred enemy. No idea what to give the rando pathfinder specialist.

Is it worth mixing up the guns on the suits at all? Maybe give the leader Cyclic Ion Blasters to make him a special snowflake? It seems like almost everyone is just taking a shitload of space marines, so taking some ignore cover plasma to JSJ shit on them seems like a reasonable plan.

It also translates pretty well into a HoR; just cut one pathfinder (since you're only allowed three, apparently) and then use those points to make the third crisis the Shas'vre team leader.
>>
>>49446698
>No idea what to give the rando pathfinder specialist.

Give him relentless so he can walk and shoot is markerlight
>>
>>49446710
Oh hey, didn't see that one. And it's in a different category so I can use it! Neat idea, thanks.
>>
>>49446716
No problem, I ran into the same problem you did until I saw that you could give relentless to a model
>>
>>49444470
Been playing lots of HoR recently. Been finding that it's hard for a game to go to time without one side breaking or getting wiped out. Might be because we've only got a 3x3 space to play with, but with adjusted deployment zones everyone still starts at least 24'' apart.
>>
>>49446580
Bikes. Either as many bikers as you can fit or 3 Nob Bikers plus a Deffkopta although this will bring you too close to a Break test
>>
>>49446741
I've seen that in batreps of it too (haven't had a chance to play it yet). Either a larger team breaks after taking losses or a smaller team gets rapidly cleaned up after losing a guy or two and then getting stuck in close combat.
>>
>>49446757
Is it worth lowering the amount of turns, you think? Playing for objectives is superfluous as it is.
>>
This happend in a game of killteam not so long ago:
We played the mission where you put the tallest piece of scenery in the middle and get ponits at the ned of the game for the amount of models you have on it.
I was playing Tau against Harlies and Deathwatch.

Me and the harlie player rush for the building while I shoot at both the deathwatch and the harliequins. I lose some dudes but not too many. But the Harliequin player gets wrecked by deathwatch snipers and my pulse rifles.

I get on the scenery and hold if for quite some time as me and the deathwatch guy shoot at eachother.
On the last turn he is down to just one guy, while I still have a battlesuit, soem fire warriors and drones on the building.
But in his shooting phase I lose one drone and is forced to take a break tests.
I end up loosing all my guys besides a single fire warrior. Next turn he shoots it and wins the game by default
>>
>>49446755
But boss, what if dem cowardly runtz decide to climb on a hut and use us for target practice while we can't climb after `em?
>>
There's been some discussion about whether or not no-force-org-slot HQ units such as Commissars attached to guardsmen squads are okay in Kill Team. Reading over the rules, it seems like the only thing banning HQ units is the lack of a force org slot, suggesting taking Commissars etc. is no issue? Correct me if I'm wrong!
>>
>>49446755
You know some people play for thematic fun and not ass pie retardation and 'number crunching' to win.
>>
>>49444404
the guys at the shop were saying IG are the worst kill-teamers, say it aint so?
>>
>>49447143
They rely heavily on their vehicle options to do well, but they can hold their own.
>>
x1 Infantry Command Squad (30 points)
x1 Manticore (170 points)

Thoughts?
>>
I have an old Ravener lying around for some reason so I was thinking of having that as a special, a warrior alpha and two warriors then a bunch of Gaunts for a HoR tyranid force.

Any advice on a sensible mix of Gaunt types?
>>
>>49435674
Not an enormous fan of the teal on their chests. It looks kinda weird with the off-white/parchment color of the shoulder pads. Just my two cents, but it's all about what you like.

Question for any ork players; are meganobz/lootas actually worth anything in HoR? Meganobz just look so expensive, but I'm kinda think of a rusty theme for an ork kill team and they'd fit pretty well aesthetically, at least.
>>
x40 Conscripts (120)
x5 Rough Riders with x2 Melta Guns and Sergeant with Melta Bombs (80)

Use Rough Riders for vehicles and Conscripts to drown units in shots.
>>
>it's not possible to make a Assassin Kill Team

This hurts more than it should.

>it's not possible to make a Kill Team with Cypher or Solitaire

Reeeeeeeee. Stupid point limit and restrictions. Unless I can use other models to make up the 3 remaining model requirement, I'll never get to use an Assassin...
>>
>>49447570

Why is it not possible to make an assassin Kill Team? You can fit one model in, and assassins should work alone anyway for maximum cool.

Although yeah I guess that doesn't really satisfy the 'team' aspect of Kill Team.
>>
File: 99120103033_FlashGitz01[1].jpg (55KB, 600x620px) Image search: [Google]
99120103033_FlashGitz01[1].jpg
55KB, 600x620px
>>49436946
Don't even start, anon.
>>
>>49447581
Wait I'm a retard nevermind, forgot the 3 specialist minimum.
>>
>>49447584
One of the best models GW has ever done imo. Such an awesome kit.

>>49447586
Yeah. You need 4 non-vehicle models minimum. That's why. You'd need 500 points to be able to make an Execution Force. Even then I don't think the formation rules would apply.
>>
>>49447584
If orks ever get updated, Flash Gitz need to have an option to buy +1S or -1AP buffs. Or, you make a choice on what buff you have.

They then need BS3 default, going up to BS4 if they stay still.

'Ard Armour as well as an option.
>>
>>49447570

Assuming you're not playing in a tournament, I don't see why you can't play the game "unofficially".

Just like some of the extra scenarios the game booklet itself suggests after the main 6 missions, players could come up with unique scenarios to deploy a kill team in. Why not try this on for size?

One player deploys a 200 points equivalent kill-team list. The other player deploys an Assassin.

Victory Conditions: The game ends in Assassin player's victory, when the kill team leader and all three specialists are removed from the game, or if the assassin is removed from game.

Secondary Mission Objectives
Break the Enemy, Night Fighting

Special rules:
Look out, Sir!: Models within 3" of the kill team leader may make an initiative test and, if passed, receive all hits/wounds the leader would've taken.
>>
>>49447682

>or victory for the Kill Team if the Assassin is removed from the game.

Forgot to clarify in the victory conditions properly.
>>
>>49447496
>No Heavy Support

Did you read the pdf?

Also, you can't just have the Infantry Command, it is part of the platoon, which is a minimum of 2 infantry squads and an infantry command.
>>
>>49447520
Hormagaunts because they won't suffer badly from Instinctive Behaviour
>>
>>49447682
>>49447693
Not that guy but this is a solid idea anon, thanks.
>>
>>49447682
Of course. Personally I would like to do a Kill Team mission where you play as Cypher trying to escape a Dark Angel's Kill Team trying to capture you. So something like

One player has Cypher. The other places 50 points worth of Dark Angels per turn.

Victory Conditions: Game ends with Cypher player victory if he reaches an objective or 'escape zone'.

Game ends with a Major victory if the Dark Angel player manages to kill Cypher in close combat, representing him being subdued and captured. Game ends with Minor Victory if Cypher is killed by range weaponry.

Special Rules: "The Winding Path To Terra"
Cypher's path seems to be bringing him ever closer to Holy Terra. His mission is unknown, but he will not let anybody stop him in his goal. Cypher adds 3" to move, run and charge rolls.

"Return To The Shadows" Cypher is notoriously difficult to corner, it is a source of great shame for the Dark Angels that Cypher has escaped seemingly inescapable traps laid before him. Cypher gains Stealth and Shrouded if he was not assaulted or fired upon in the last turn. If he has these rules and is fired upon, make the save rolls as normal for that shot. However, every other shot after the first, whether it was successful or not, is not subjected to the special rules and Cypher is considered to have immediately lost them. He is however able to regain them in the previously mentioned manner.

Special Rule: "This Time For Sure..." The Dark Angels have long wished to capture Cypher and prise his knowledge from him. They are determined not to let him escape once again. All Dark Angel models have Counter-Attack special rule.

Special Rule: "He slipped by us, regroup at the following quadrant!" Cypher's ability to slip past even the most observant Dark Angel is legendary. Swarming him is risky, but potentially successful. All Dark Angel models can forgo shooting phase to instead double their charge range and make one against Cypher. This is a disordered charge.
>>
What's a good, one-box killteam army? I already have a box of nobs with PK's.
>>
>>49447643
No bs-3 default, it ruins the theme. Just make them count as twin-linked. or snazzgun upgrade options?
>>
>>49447962
Any 10-man power armor unit (tactical marines, csm) is a one box team, I'd bet. Even five-man boxes of the heavy hitters (sternguard, grey knights) can probably do it.
>>
>>49447822

I feel like slowly trickling in Dark Angels may make the game too difficult for the player controlling Cypher. Maybe a tweak to the rules like this?

Hunt for Cypher

Forces: One player controls Cypher, Lord of the Fallen, while the other player controls a Dark Angels kill team of up to 200 points as specified in the Kill Team rulebook.

Deployment: Cypher must be deployed via the Infiltrate special rule, but no closer than 18 inches away from the table edge he must escape off. The kill team player may place models up to half the table from their table edge.

Victory Conditions: Game ends with Cypher player victory when he escapes off the table edge of the opposing player, or if he reaches the objective marker. If Cypher is killed, victory goes to the opposing player.

Secondary objectives: Slay the Leader, Night Fighting

Special Rules:
The Winding Path to Terra: Cypher adds 3" to all move, run, and charge rolls.

Return to the Shadows: Models fire at BS1 when targetting Cypher in terrain that confer a 4+ cover save

This Time for Sure: When engaged in close combat, Dark Angels are Fearless.

"He slipped by us, regroup at the following quadrant!": On the beginning of the third turn, the player controlling Cypher may place an objective marker up to 18 inches away from the opposing players' table edge, but not within 8" inches of any Dark Angels model. If this is not possible, the objective marker is kept out of the game until an opening is possible at the start of a turn..
>>
>>49446621
I am giving my Hotshot Volley Gun Scion specialist the Reaping Volley ability which lets him target someone different with every shot, since I figured that it would be pointless having him put all 4 shots into one target.
>>
x7 Purifiers , 7 Force Halberds, 2 Incinerators (199)

I think that's it. Meaning S5 AP3 Soul Blaze melee, with Storm Bolter shots. While two of them use Incinerators instead of Storm Bolters.
>>
Thinking about starting a storm trooper team, but I don't know what I want to put on the Taurox. The missile rack has that certain versatility but the gatling cannon has a lot of brrt for those special must-die targets.
>>
>>49448081
That's probably better. I just liked the idea of Cypher having to get to an escape zone and being flooded with 'low grade' Space Marines. Since he has gunslinger and BS10, chances are he'll kill one Space Marine a turn in range, then another in melee (has I8 and fires the Plasma Pistol as a melee weapon iirc).
>>
>>49448128
Maybe give it the missile launcher and autocannons so it can counter enemy vehicles if it has to? Your infantry can handle other infantry fine.
>>
>>49448128
battle cannon+autocannon

Kill team is probably the only place I'd recommend the battlecannon for, because of the way targeting works. Gatling cannon is overkill. Missile rack is overpriced.
>>
>>49447962
You could get a demi company box. Plenty of choice for your kill team.
>>
>>49448209
The point here is to branch out of my main army for cheep.
>>
>>49448191
Missile rack has the almighty AP3, worth just as much as AP2 in regular 40k. Maybe even more.
>>
>>49448223

Pretty sure the start collecting boxs are some of the best deals if you're start kill team and expand into standard 40k later
>>
>>49448276
you're cutting out like two ap3-toting bodies to get it, though. And the battlecannon has a s7 small blast, compared to the s4 blasts of the missile.
>>
>>49447962
Skitarii rangers can be can be a full killteam with just one box, and you can build them as either Rangers or Vanguard.
>>
>>49448323
2 s4 shots do .33 wounds, 1 s7 does .28 (vs meq) if you roll average. Not to mention 2 shots has more chance to get lucky if you don't want to think in averages. Both are small blasts, but one can turn into a krak missile if it needs to.

Don't get me wrong, I'm not trying to invalidate your advice. I'm just playing the other side so I can see your perspective.
>>
>>49448400
yeah I get you

The main problem with missiles is the fact that you have to pay twenty bones to equip them. In a 200 point list that's kinda huge.
>>
>>49448438
But should I spend the extra points on a power weapon for the tempestor or an extra body? Either way I'll have the spare change for a dozer and a searchlight.
>>
>>49446580
Ork Kill Team player here. My experience has been depressingly horrible with Orks. Footslogging, even with 'Eavy Armour, is just depressing. Take the guy who said bikes' advice. If you must play Boyz however, you need to take them in Trukks and just get as many as you can. That, or amass such an unholy quantity of Gretchin that your opponent physically cannot fire enough shots to remove them.
>>
>>49448472
Have you tried gretchin tanks yet?
>>
>>49448467
extra body

He's a S3 WS3 I3 dude.

Also I don't think tauroxes get anything from dozers. They already re-roll difficult terrain, don't they? Just buy a meltabomb for sarge, even if he'll probably never need it.
>>
>>49448481
Can't take a big mek m8, you can't take them AFAIK.
>>
>>49448507
Ugh, your advice hurts me. I really don't want to buy an extra box for one guy.
>>
File: that feel when not even primed.jpg (2MB, 1920x2560px) Image search: [Google]
that feel when not even primed.jpg
2MB, 1920x2560px
Is this a good idea?
10 vets
Grenadiers
Plasma, melta, heavy flamer
Plasma pistol for the sergeant
Chimera with multilaser
200 pts.

No idea what specialist things to get though.
>>
>>49448558
wait a second
you can do it with a dread mob army.
YESS
>>
>>49448563
just order a guy online from a bits site/ebay

or more accurately, order a torso and a pair of legs from a bits site/ebay, and use the spare arms, packs and heads from your box to make an extra guy
>>
>>49448564
My first thought is that plasma isn't worth it in KT. The pistol isn't even worth it in normal 40k, but in KT even the rifle is iffy since you're paying for AP2 in a game with no 2+ saves.
>>
>>49448602
Plasma isn't even worth it in regular 40k.
>fuck you, Gets Hot!
>>
Here's my dread mob list, what do you think, /tg/?

Spanna Boyz Mob
Mek [Burna]
9x Spanna Boy [9x Shoota]

Grot Tank Battle Mob
Grot Tank [Grotzooka]
Grot Tank [Grotzooka]
Grot Tank [Grotzooka]
>>
>>49448602
But then what do I do with those 30 points
>>
>>49448580
You must take a Kill Team detachment in Kill Team, with all other formations and formation bonuses disabled :(
>>
>>49448764
It's a kill team detachment.
https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/Warhammer_40000/Ork_Dread_Mob_Army_List_Update.pdf

I'm not seeing anything here that says I can't. Do you?
>>
>>49448778
No, but I do see it on page 6 of the Kill Team rule book. Do you?
>>
>>49448799
I do not. Can you provide me a quote?
>>
>>49448799

His list is legit for Kill Team. The Dread Mob is an army for Orks just like how Blood Angels and Deathwatch are armies for Astartes.

Spanna Boyz are troop choices (1+ even, which means they're compulsory) and the Grot tanks are Fast Attack.

Whether the opponent is willing to play a Forge World army, now that's a different story ainnit.
>>
>>49448825
"Each player can spend up to 200 points on their Kill Team, chosen from a single codex or codex supplement, and adhering to the Kill Team Detachment..."
>>
>>49445791

It does have a stat line though.
>>
>>49448839
Are the forge world books not considered codex supplements?
>>
>>49448894
This might be purely experiential or incorrect, but I consider all Forge World material to be of dubious legitimacy because it isn't as widely accepted as "official" codexes and supplements.
>>
>>49448930
that's like your opinion man.
>>
>>49447549
>>49447496
illegal lists, read the damn codex.

Platoons REQUIRE
1 PLATOON COMMAND
2 INFANTRY SQUADS

It is literally a force org in your force org, with the minimum HQ and 2 troops. You do not get to drop these choices and just bring a unit of conscripts or a Platoon command squad.

Also manticores are heavy support so they arent legal period.
>>
>>49448602
Why aren't you using Preferred enemy on it? It becomes one of the most consistent weapons you could get! You reroll ones to hit and wound, thats crazy good.

Plus ignores cover on another will mean you can just snipe heavy armored infantry out of cover anytime, which on dense kill team boards is critical
>>
>>49448930
Forgeworld stuff is official, has been for a while now.
There's still some people resistant too it but thats them trying too enforcd their houserules on others.
>>
>In an alternate universe where /tg/ is a necromancy forum for mad scientists:
>>49448585
>>
Plan to play HoR Kill Team soon, trying to work out what to take for an IG team. I want to use my Commissar with Plasma Pistol as my leader.

The best strategy seems to be massing conscripts/walls of guys, backed by the commissar and a medic. I don't have any ogryns or sentinels, so spending points and keeping within the 30 core units limit is quite difficult... I don't have a choice but to spam guys.

How effective is this? I'm a little worried it will be too strong for some of my opponents to have fun.
>>
>>49449200
God fucking damnit another retarded who didn't read they're PDF you can't take commissars or ogryn you retarded.
>>
How do I justify a Tau KillTeam near the Eye of Terror (for a camping)? Do Kroot, Demiurg or another race have ships capable of reaching that far, or am I forced to employ failed experimental warp jump or Wormhole excuse?

I know from the gameplay perspective, it's just background but...
>>
>>49449243
He is playing the Heralds of Ruin Kill Team where Commissars are a leader choice and Ogyrns are a special choice.

How about you read yourself before freaking out on other people you hypocrite?
>>
In HoR, if I target a sarge worth an order, and a squad with a vox is in the secondary order target range, would that order be allowed a reroll? Sarge seems kind of useless otherwise unless you don't have a vox or Senior Officer, especially if you give a the force commander 12 inch inspiring presence.
>>
>>49449243
They're PDF?? Unless I am missing something, in HoR Kill Team you can?
>>
>>49449243
>another retarded
>they're PDF
>you retarded
no, me thinky you retarded
>>
I like the look of shooty tyranid warriors but I also prefer Hormagaunts to shooty gaunts. Is it at all sensible in HoR to have the Alpha warrior and his two buddies soften up the enemy then shoot things not currently being mobbed by the Hormagaunts?
>>
>>49447075
Wow I feel like a jackass now. You're absolutely right.

I could've sworn there was a rule specifically saying "No HQ's", but no such rule exists. It's just no slot.

Which means units that dont take up a slot are good to go!

Goddammit I'm the one who started that line of thinking on here too as far as I can tell.

My bad
>>
>>49449510
So in other words, for example, you can include a Techmarine without the "requires one HQ" and "does not take up a slot"?
>>
>>49449939
Crap, I just noticed that Techmarines have a 2+ save. Scratch that.
>>
>>49449510
You have to adhere to the Kill Team Detachment. 0-2 troops, 0-1 Elites and 0-1 Fast Attack. There's no room for "Uncategorised" in this detachment. Therefore, models without a category can't be used in Kill Team.
>>
>>49450032
A commissar doesn't fall under "uncategorized" since you can attach one to any troop choice for IG and it doesn't count as an HQ either.
>>
>>49447584
Play HoR, bring your Flash Gitz to the party and a Kaptin to lead them.
>>
>>49450032
If that was the case, you wouldn't be able to take a commissar EVER because there's no "Uncategorised" slot.
>>
>>49450092
>it doesn't count as an HQ either.

It does count as an HQ, it just doesnt fill the slot.
>>
>>49450476
And you have some part of the rulebook or army book you can cite to prove that?
>>
>>49450507
The IG codex? Commissars are in the HQ section, therefore they are an HQ option but dont take up a slot, much like the old Emperor's Champion.
>>
>>49450032
This is not correct. A Commissar is a HQ character that doesn't fill a HQ slot. Simple as that. As a result, it can be taken in detachments that have no room for a HQ as they are always taken along with a unit that does have a slot (such as a squad of Veterans).

>>49449243
This is wrong for the same reason.
>>
>>49450507
It literally says in the description of the unit in the 6th ed IG codex.
>>
File: Commissar.png (2MB, 1374x567px) Image search: [Google]
Commissar.png
2MB, 1374x567px
>>49450523
>>49450587
7th Edition.
>>
>>49449291
If you want to be true to lore the Tau generally never get further than the Third Sphere Expansion areas (and the Farsight colonies). They're rather tiny.

This comes up in Battlefleet Gothic as well, as there's literally no excuse for them to randomly appear in the Gothic Sector in force with their most advanced starships.

There was a bit in the newer books where some ships were sent to try to scout and figure out how imperial warp jump technology works - they got there, scouted it, then disappeared without a trace. So, warp shenanigans could be a possibility, but that come with the usual stigmas involved (i.e., that they break the general narrative rules and let you get away with basically anything you want).
>>
>>49450684
Ok, now show me what section the entry is in.
>>
>>49450793
Let it go mate, he's got you. If it doesn't take up a slot, there's nothing prohibiting it.
>>
>>49450824
>No Hqs allowed
>Here lets take this HQ choice, totes ok!
>>
>>49451041
There is no force org slot for HQs. A Commissar is an HQ that does not require a force org slot. You can therefore take a Commissar.

Are you trolling or what?
>>
File: Kill Team Detachment.png (435KB, 372x730px) Image search: [Google]
Kill Team Detachment.png
435KB, 372x730px
>>49451041
Reading the requirements. No where does it NO HQ, it just doesn't have a HQ Force Slot. Reading the Commissar description, it says that a HQ can be attached to many different Troops and it doesn't take up a HQ Force Slot. Ergo it just works.
>>
How do I into

>Blood Angels
>Necrons
>Genestealer Cult

In Kill Team?

I know I should probably wait for a codex for the lattermost.
>>
So I wonder, what would be the pros and cons of lifting the 2+ save ban in the official Kill Team ? The Terminators would probably be fine since you will get 5 of them at most, the scariest thing about them being power fist. But what about units from other codexes ?

And yes, I know HoR allows 2+ saves.
>>
>>49451041

>>49451119 beat me to it, but:
Nowhere in the rules does it say HQs are not allowed.
There is simply no HQ slot in the force org.
Commissar does not take up a slot.
Read, nigga, read.
>>
>>49448472
How terrible. I thought Kommandos might be pretty decent considering all the praise SM Scouts are getting.
>>
>>49451411
An additional example to protest what a HQ really is. If I have a CAD and the HQ is a Tank Commander, but I also have a Infantry Platoon. Maybe I want to attach a Commissar to each Infantry Squad to keep them from going AWOL. Do the two individual Commissars immediately become HQs? No. They stay as a character additions to the two squads. They should be treated as such in Kill Team.
>>
>>49450684
alright so we have our answer. Only if you take a platoon and have a platoon command squad may you take a commissar.

You can't just buy him for Ogryn or a Veteran Squad, you MUST have a platoon command squad to enable a commissar to be bought.

So... we were all wrong?
>>
>>49451339
Is there anything remotely cheap that has a 2+ save?
>>
>>49451411
I hate that FOC, I just want a Haemonculus, is it too much to ask?
>>
>>49451650
It clearly says in that picture that a Commissar can be attached to the listed squads: Company Command Squad, Platoon Command Squad, Infantry Squad, Special Weapons Squad, Heavy Weapons Squad, Conscripts, Veterans, Ogryns, Bullgryns, Militarum Tempestus Command Squad, Militarum Tempestus Scions.
READ PEOPLE.
>>
>>49451889
I wish you were right, but you're not. Read more carefully; it says you can take 1 Commissar per platoon / company command, and THEN attach that Commissar to any of the squads you listed.

Sucks.
>>
>>49451889
Looks legit. You can take one commissar for each Company Command Squad or Platoon Command Squad, but they can be attached elsewhere.
>>
>>49451913
Shit. You got me. Now I can't read. I guess I shouldn't try to win arguments on the web while trying to help customers at work.
>>
File: 1207707.gif (480KB, 300x170px) Image search: [Google]
1207707.gif
480KB, 300x170px
>ITT
>>
>>49437539
HH-era kakphoni semi-count
>>
>>49452063
>Next thread, Kill team:Illiteracy edition
>>
>>49452255
>Kill Team: Commissar Lives Matter
>>
To be honest despite spending all that time arguing it, it's a fairly pedantic argument in the context of Kill Team. Probably won't harm balance or upset your opponent if you just go with one Commissar per squad of Veterans etc. instead of per company or platoon.
>>
>>49452350
For IG its a pretty big deal honestly. Having a guy giving you LD 9 for your break tests is pretty nice, especially if you make his LD range 12"
>>
>>49449200
So uh... now that the whole "can I take a commissar" thin has been done.

What do you guys think of a kill team like this for Heralds of Ruin?

Commissar, medic, conscripts, maybe a veteran or two with special weapons, maybe a rough rider or two.

Maybe a psyker? I'm worried psykers would be really weak/vulnerable for their points cost.
>>
>>49449291

They were in stealth mode when a massive chaos fleet passed by and went into the warp.

They were not seen but they got carried into the warp as well.

They stood close to the fleet as to not die lost in the warp and they managed to escape when a small chaos vessel warped to realspace again.

Suddenly they were at the other end of the galaxy, in the Eye of Terror
>>
Sorry to bring up IG again, but is this legit:

-Bring Ministorum Priest (no force org, 3 per force).
-Make him leader.
-Autopasses break tests because of Zealot.
-Every one within 6" autopasses too.

Seems pretty badass.
>>
>>49452825
Throw in a priest for maximum zeal and resolve.
>>
>>49453281
>>49453385
holy crap why did I never think of that.

Plus he has invuln and can even take a goddamn plasma rifle.

You motherfuckwrs are geniuses
>>
For transports in kill team, since every model acts independent, can multiple different models embark on the same transport?
>>
>>49453785
Yes, as long as only models from the unit it was bought for as a dedicated Transport for (if it is one) embarked on it at the beginning of the game, same as regular 40k.
>>
>>49448885
Check again, every other drone does, it doesn't. Just states it shoots with a bs3. It is literally a unit upgrade, not a unit itself.
>>Enemy models cannot attack or affect a tactical support turret in any way, but it is immediately removed as a casualty if there are no other models from its unit within 2" of it, or if an enemy model approaches within 2" of it. Should a unit’s tactical support turret ever be removed as a casualty, it can be returned to play in a future Movement phase as described above.
>>
>>49453281 >>49453385
They are still a HQ, they don't take a slot up but are under the HQ section of the codex
>>
How do I deal with Tau as orks while not using cheese? Kill team HoR.
>>
>>49454212
We're talking about HoR.
>>
Christ vanilla marines are bland in kill team. I'm tempted to go with Salamander tactics here but my guys are painted as a Imperial Fist successor so here it goes

>Veteran Assault Marine (power sword) - Leader
>2 Assault Marine (flamer) - Scout
>2 Assault Marine
>Tactical Sergeant (Combi-Plasma) - Feel no Pain
>3 Tactical Marine
>1 Tactical Marine (Heavy Bolter) - Reaping Volley
>>
>>49454670
Ah there is also a melta bomb in there.
>>
>>49454688
Which I've just realised is a little pointless and that I should probably scrap the veteran upgrade and just give me assault marines jump packs.
>>
Invited to a game of this, I have no idea how to play warhammer 40 (only played mordheim like ages ago) I know a little about the lore and I painted and assembled the Tau army of my little bro.

Want to play Tau, if possible battlesuits (dunno if are allowed), what can you tell me about this?
>>
>>49454712

Typical battlesuit tactic (virtually all of them):

-Move out of cover.
-Shot at the enemy during the firing phase.
-Hide during the assault phase.
-Repeat.
>>
>want to play HoR with my Scions
>literally unable to make lists exclusively using Militarum Tempestus Scions

Into the trash it goes.
>>
>>49454879
>literally unable
in HoR? What? Take a Tempestor Prime.
>>
>>49454767
Should I try something by myself or *netdeck* a band?
>>
>>49454912
Not the same guy but...

Heralds of Ruin. I want to take a Commissar and mass Scions. Not sure why I can't do that as the Militarum Tempestus codex has a Commissar as a HQ.

Might ask for permission from the other players, to see if I can run it anyway.
>>
Just want to be sure I'm doing this right.

If you disembark a unit from a dedicated transport you can only embark with one model in the next movement phase since all models become independent units.
>>
>>49456677
they were independent the whole time. Having people go in and out doesn't change anything
>>
>>49435376
you are correct, but if you charge more than one enemy of your own volition (as opposed to them counter-charging) you make a Disordered Charge and lose your extra attacks and Furious Charge
>>
File: 61317437.jpg (85KB, 400x400px) Image search: [Google]
61317437.jpg
85KB, 400x400px
>>49444035
>>
>>49457683
Your team is 156 points, so it's extremely points inefficient. It's also low on troop numbers, so you're too reliant on the handful of guys you have. The Flayed Ones are terrible because you can't Deep Strike in KT, so you'll have to footslog these "Please Kill Me" spooky skeletons across the field.
>>
File: 1474092211892.png (2MB, 832x1261px) Image search: [Google]
1474092211892.png
2MB, 832x1261px
First time playing 40K, let alone Kill Team.
Decided to make these Marines into Templars using left over bits from a buddy. Any advice?

Crusader Squad

1 Sword Brother (Leader) w/ Storm Bolter and Power Sword
1 Initiate (Indomitable - Relentless) w/Missile Launcher
1 Initiate (Weapon - Expert Shot) w/ Flamer
1 Initiate (Combat - "+1 W") w/ Power Fist
6 Initiates
>>
>>49458026
Black Templars are reeeeeally bad in any context. As an Ork player, I know the tragedy that is a melee-centric team with no transport. Pick a different chapter, my friend.
>>
>>49458026
expert shot doesn't get you anything with a flamer last I checked. Also, you can take a heavy weapon or a melee weapon in addition to the special weapon, not both. You'll have to choose.
>>
File: 20160921_231740.jpg (4MB, 5312x2988px) Image search: [Google]
20160921_231740.jpg
4MB, 5312x2988px
Leader Tempestor with ccw and Bolt Pistol
Scion with volleygun
Relentless
Scion with Meltagun
Stealth
Scion with lasgun
Sniper
Scion with lasgun

Taurox prime
Storm bolter, taurox gatling cannon, volleygun, camo netting

Still playing around with specialists. 16 s4 shots from the jeep a turn is hilarious remove kebab tier against models with 2+ cover. Too bad no split fire.
>>
would a stock taurox be a good deal for a transport?
>>
>>49458526
it's got 2 fire points on each side and a twin liked Autocannon. Plus it's 15pts cheaper and comes with built in dozer blade

on the other hand it's av11 and only comes with one weapon.

I'm gonna give it a try but Chimera is probably better
>>
>>49458728
With a regular taurox you can run this.


Munitorum priest - Autogun

Grenadier Vets - Taurox, x2 plasma, Heavy flamer, Autocannon

Relentless Autocannon,
preferred enemy plasma
ignores cover plasma

Maybe I can even bling it up into a makeshift "popemobile" and have them dressed up as bodyguards.
>>
File: image4.jpg (254KB, 1023x764px) Image search: [Google]
image4.jpg
254KB, 1023x764px
Which specialists would you recommend for 3 stealth suits (one is the leader) and kroots with hounds.
>>
File: 1460832072369.png (196KB, 295x295px) Image search: [Google]
1460832072369.png
196KB, 295x295px
Ultramarines
>Veteran Sergeant x1
>Terminators x3
>Tactical Marines x4
Currently play against my friend in small pickup games because he doesn't have a complete army, but we're both having fun
>>
BA Kill Team thoughts?

1 x BA SGT - Combi-Plasma (just because I never get to run Combi-Plas)
3 x BA Marines
1 x BA Marine wit Heavy Bolter (Relentless)

2 x Multi-Melta Attack Bike (Sharpshooter) + (Deathblow)
>>
>reading stormtrooper rules.
>Get to the clarion vox net ability the command squad gives
>"oh baby 18" range of LD 9 for morale checks? Hot da-"
>Break tests are done as a pure leadership, which the vox net doesn't effect

Goddammit I knew it was too good to be true but for a second I thought I had cracked the code.
>>
>>49457649
HoR specifically states that you still get bonus attacks. Thanks for replying, was unsure how it works.
>>
Scenario: Secure VIP
>An individual of great value has been captured by the enemy. He must be freed to prevent the enemy gaining information he possesses.

The Rurus
One player will be the attacker, one the defender. Players will roll-off to determine which.

The attacker is given 100 points to spend independently from their kill team. These points must be spent on a non-vehicle HQ choice from the same codex as the kill team. This model ignores kill team restrictions regarding armor saves and wound count. Excess points are forfeit and may not be added to the Kill Team's points.

The defender is given 10 imperial guardsmen (1 sergeant and 9 guardsmen) with no upgrades as seen in Codex: Astra Militarum. These models represent cultists, local forces, or other generic soldiers not part of the defending kill team.

The attacker places his HQ model in the defender's deployment zone. The defender then places their bonus guardsmen in their own deployment zone. The attacker and defender then roll off to determine Kill Team deployment.

Special Rules:
>Captured VIP
The attacker's HQ model starts the game inactive, and cannot be interacted with in any way. This represents a captured character of importance who is unconscious, in stasis, or otherwise unresponsive.

>VIP located
If the attacking kill team is able to place any non-vehicle model in base contact with their bonus HQ, the HQ character becomes active and may be controlled as normal. The character is treated as having arrived via deepstrike, and thus may not move or charge on his first active turn.

>VIP secured
The game is over when the VIP HQ leaves the table via the attacker's deployment edge, or if the VIP HQ is killed after activation, or if the game ends via variable game length.

Victory Points:
Defender wins a major victory if the VIP is never activated.
Defender wins a minor victory if the VIP is killed after activation.
Attacker wins a major victory if the VIP escapes.

Thoughts?
>>
>>49459893
Oh, forgot to add that the bonus guardsmen cannot leave the defender's deployment zone.
>>
Can you use WAAGH! for orks once per game in KT HoR?
>>
>>49455147
Have a look at the Tau codex (if you go the the Warhammer 40k General, there should be a megaupload folder in the OP with all the rules and army codexes in) and see what you think is good. There are lots of resources for tactics, one of the most exhaustive probably being 1d4chan - take all of its advice with a pinch of salt, but it will give you a good idea of the role of each unit.

https://1d4chan.org/wiki/Warhammer_40,000/Tactics/Tau(7E)
>>
>>49458978
>Those Heaxagons

Damn son. That yours?
>>
>>49459983

No,but I might try to figure out how it is done.
>>
>>49459983
>>49460277
It's gotta be a stencil, or a transfer. Maybe airbrush through a secured net?
>>
This is my first time putting together a list for 40k, what do you think?

+++ Tau kill team (199pts) +++

++ Tau Empire: Codex (2015) (Kill Team Detachment) (199pts) ++

+ (No Category) +

Farsight Enclaves

+ Elites (90pts) +

XV25 Stealth Battlesuits (90pts) [Stealth Shas'ui with Burst Cannon (30pts), Stealth Shas'ui with Burst Cannon (30pts), Stealth Shas'ui with Burst Cannon (30pts)]

+ Troops (109pts) +

Breacher Team (74pts) [Fire Warrior Shas'ui with Pulse Blaster (19pts), 5x Fire Warrior with Pulse Blaster (45pts)]
····DS8 Tactical Support Turret (10pts) [Missile Pod]

Kroot Carnivores (35pts) [5x Kroot (30pts), Sniper Rounds (5pts)
>>
>>49459038
Terminators are illegal in Kill Team because 2+ armour saves are prohibited. In addition, the Terminator squad is an illegal size, so overall, you ought to change things up famadam.
>>
>>49460515
The Support Turret will auto die at the beginning of each of your turns because it's in a unit unto itself. It requires models to be in its unit and within its proximity to function and remain on the table. Everyone is in a separate unit in KT, therefore, it is in a separate unit.
>>
>>49461197
Unless he's playing HoR, in which case he has a leader, 3 special choices (the terminators) and the rest as core (the tacticals).
>>
>>49461208
and yet you get one in the official KT box, brilliant job GW you sure excelled there
>>
>>49461235
Don't forget about Shield Drones, which are almost as useless in KT.

They really should have put at least a little effort into making all the options in the KT box work for KT.
>>
>>49461235
Play HoR Kill Team, it does not have wonky shit like that.
>>
>>49461243
Well, HoR Kill Team still doesn't address how Shield Drones work since, even though they form a unit with the model that purchases them, every model can still be targetted individually. Not sure how turrets would work either. Are they an option for the Tau in HoR?
>>
>>49461262
It is stated that squads act like normal units from 40k. This means that when you shoot a unit that has a shield drone you have to allocate wounds to the closest model - so you will get your save from a shield drone and if you fail - remove him as casuality, all as long as drone is a closest model to shooting attacker!

I might be wrong on rules though, I'm still noobish in 40k rules, sos take my point of view with a grain of salt.
>>
>>49461353
I've had a bit of trouble puzzling this out, but consensus seems to be that every model is targetable individually. Each model in a squad definitely targets and shoots independently, that much is stated plainly in the HoR rules.
>>
>>49461389
Me and my friend who is a tau player houseruled it - as long as drone is between enemy shooter and tau dudes it gives 4+ save in 6` radius. Does not work in melee.
>>
>>49461208

If so, then why is it as part of the Tau Killteam listed at the end of de rules?

It's not even a model. It's a sentry gun controled by a ñnother guy.
>>
>>49458978

Sniper drones?

Rail gun scout?
>>
>>49457683
Guy who you initially responded to with your list here

Can you even take just 3 Immortals? The minimum is 5, right? I should have mentioned I was looking at GW's new KT, not the HoR version. I don't know much about the latter, but coming in at only 153 points I imagine you could probably bulk it up with more Immortals.
>>
>>49461514
For the same reason Orks and CSM are unplayably shit. For the same reason scatbikes exist. For the same reason Wraithknights exist.

Reason: They don't give a flying fuck.
>>
File: bszk8sd.png (371KB, 434x434px) Image search: [Google]
bszk8sd.png
371KB, 434x434px
>>49462233

You are wrong here. The Turret is perfectly usable. Just take a glimpse at the Firewarrior Killteam at the end of the rules. You are either trolling or you haven't read the last page. It says in the description how it works in killteam.
>>
>>49462376
From the description in the last page of the Kill Team book:

"...but it is immediately removed as a casualty if there are no other models from its unit within 2" of it, or if an enemy model approaches within 2" of it."

According to this text, the turret is removed as a casualty if no members of its unit are within 2". All models are units unto themselves in Kill Team, therefore it perpetually has no members of its unit within 2" and is removed from play the moment it is set up. This is how bad Games Workshop is.
>>
>>49462742

I'm assuming you're shitposting because no one can be this retarded in misinterpreting the rules.

> if there are no other models from its unit within 2" of it

is referring to the Firewarrior Squad that purchased the turret before deployment. If you were to play 2 Firewarrior Squads, say A and B, then models from squad A are used in order to determine whether it will be removed as a casualty or not. Squad B models will are not eligible in determining whether it will be destroyed.
>>
>>49459893
>>49448081
>>49447822
>>49447682

Since there's a number of "Unique Missions" players can come up with, why not post a new "custom mission" with every new KT thread? And let everyone else know how things went exactly as planned for everybody else.
>>
>>49462883
The word "unit" in regular 40k, and before deployment in KT, refers to a squadron. In this case, the entirety of the Firewarrior Squad. However, after deployment in KT, all members of this "unit" are no longer one, singular "unit."

Example: Before, two squads of 12 Firewarriors would be considered "Units A and B." Now, they are "Units A, B, C, D, E, F, G" all the way through to 24 different "units." You paid for 2 units of Firewarriors, but the moment they hit the table, you've got 24 as per the "Every Man For Himself" rule.

Given the turret requires members of its unit to be within proximity, yet it has no other members in its unit, it cannot meet its proximity requirements, thus destroying the turret.
>>
>>49463022
RAW VS RAI

Stop.
>>
>>49463216
Why? Discourse is valuable in and of itself. I mean, we could do without the insults, but other than that, at the most basic level, it's a thought exercise.
>>
>>49463315
It's this sort of quasi-philosophical Stefan Molyneux bollocks that ruins the game.
>>
>>49461389
Our group ruled that squads act exactly the same as the core rules unless exceptions are made. Consequently, single melee units can eat up squads in one or two turns, especially if they sweep.
>>
>>49463315
This is why I continue to contend that there is nothing in the rules that prohibits cataphractii terminator captains from taking bikes or jetpacks.
>>
>>49463315
Yeah and the thought pattern goes like this:

"Wow GW forgot to specify that by unit, they meant the unit of firewarrors the turret was purchased with. What a bunch of idiots. Oh well, at least their intention is pretty evident from the context of this rules amendment"

Wasn't that a thrilling exploration of the human brain? I don't know about you, but I'm all tuckered out after that challenging thought experiment.
>>
That said, I want to know how Guardian Drones, Servo-skull or any other kind of wargear units that benefits the whole unit in normal 40k works in Killteam.
>>
+++ Kill team (199pts) +++

++ Astra Militarum: Codex (2014) (Allied Detachment) ++

+ Elites +

Militarum Tempestus Platoon
Militarum Tempestus Scions [4x Tempestus Scion]
Tempestor [Close Combat Weapon, Hot-shot Laspistol]

+ Troops +

Veterans [Veteran w/ Heavy Flamer, 2x Veteran w/ Sniper Rifle]
Veteran Sergeant [Close Combat Weapon, Laspistol]

+ Fast Attack +

Rough Riders [4x Rough Rider]
Rough Rider Sergeant [Close Combat Weapon, Laspistol]

Is my current build, all naked, but with maybe +1 bs and relentless on the snipers and rage on the rough rider sarge?

Any thoughts?
>>
>>49465679
what's your plan for killing vehicles?
>>
>>49465679
Good use of Rough riders, they could be decent in KT

>>49465857
Rough riders are S5 on the charge.

only faggots take vehicles anyway
>>
>>49465857
Im thinking of swapping the heavy flamer for a melta on the rider squad, other than that, there isnt one!
>>
Are vehicles that good in KT? Like, if I can take an immolator with 6 Dominions, but idk it it would be better than having more bodies.
>>
>>49465974
Vehicles are technically designated "the shit". There is far less AT weaponry available in Kill team, and several times I have fought squads with literally no way to hurt my Chimera or Dragoons at all. Not sure how the Immolator works, but if it's a rhino chassis with multimelta options take one of those and give some flamers to your Dominions.
>>
>>49466065

Yea, an immolator is a Razorback with a Heavy Bolter, Heavy Flamer, or Multi-Melta, and it sports a fire point as per the FAQ.

Flamers are wasted on Doms, though because of their AoF gives them ignores cover for a turn.
>>
>>49466131
Well, that saves some points. Not too familiar with sisters,a although they do seem cool. Can't you use basic Battle Sisters for more bodies, and have 6 inside the Immolator if that's it's max transport? In Kill team, always get more bodies if you can still fit your transport in, regardless of carry cap.
>>
In the IG Codex it lists heavy flamers as a separate upgrade for veterans so its not on the special weapons list.

In Heralds of Ruin veterans can pick from the special weapons list but do not have a heavy flamer option. Is this an oversight or are guard not allowed infantry portable heavy flamers deliberately in HoR?
>>
>>49466227

I can do 10 sisters with a Heavy Flamer and special weapon of choice and an immolator for 200 points.

With the Dominions, I can do 7 Dominions with 4 meltas, a combi-plasma, and Immolator for 201 points or 196 with a flamer.

All Sisters have a 3+/6++, Frag and Krak, and Bolt pistols.

Dominions have scout, 4 weapon options, and can ignore cover once per game.

Basic sisters get the option for the heavy weapon (HF, MM, HB) and a special, or two specials. One per game, they preferred enemy for the phase.

There are also Celestians, which are basically vets. They're a basic sister squad that's a little more expensive, but they're Ld9 base with 2 attacks, and get Furious Charge once per game.

Then there are Seraphim, which are our jump units and arguably the best for KT. They have 2 Bolt Pistols, 2 can take a pair of Hand Flamers, they can reroll their 6++ save and their act of faith. Once per game, they get Shred.
>>
>>49466722
You shouldn't need a large amount of AT, so maybe fit the Immolator with Multi-melta and take flamers on either seraphim, celestians or just basic sisters. Depends on whether you find your squad taking break tests early and need the LD 9.
I would probably go with basics and just hand one a heavy flamer. Keep flamers girl in the Immolator until you can toast people who try to meltagun it, or just hop out and cook a squad of light infantry like Skitarii.
Otherwise, heavy weapons are somewhat less effective unless you can fit them in a fire point, as they will be picked off if they have to footslog. I learned that with Plasma Calivers to my dismay.
>>
>>49466853
If sisters can go higher than 10/unit , and IIRC they can, drop the extra weapon on the basic squad and see if you can get another body/some toys for the Immolator.
>>
>>49463554
Also means cataphractii terminators can't take any of the terminator weapons.
>>
>>49466887
>>49466853

They're 12 points a model for basic sisters, and up to 20 per squad. I can fit a total of 16 basics, but that's no special weapons. It's probably better to go with 15 and 2 weapons. However, that's no immolator. With an immolator, I can fit 10 with 20 points to spare. Since flamers are 5 points, I can get a flamer, heavy flamer, and dozer blade.

+++ SoB Kill Team 3 (200pts) +++

Battle Sister x7
Battle Sister with Flamer
Battle Sister with Heavy Flamer
Immolator [Dozer Blade, Twin-Linked Multi-Melta]
Sister Superior [Bolt Pistol, Boltgun]

I can stick the Heavy Flamer in the Immolator to shoot out of the firing point, or I can give the Immolator a TL-HFlamer, and stick a relentless specialist Multi-Melta inside the immolator.

Not sure what specialists I'll use.
>>
File: REMOVE TAU.png (146KB, 280x199px) Image search: [Google]
REMOVE TAU.png
146KB, 280x199px
Here we go low models but hopefully high deeps

Deathwatch

Vanguard Vet (Power Maul, Bolt Pistol) - Furious Charge

Veteran (Meltagun, Bolter) - Move Though Cover
Veteran (Flamer, Bolter)
Veteran (Stalker Bolter, Bolter) - Leader
Veteran (Shotgun, Bolter)
Veteran (Heavy Bolter, Bolter) - Relentless

Biker


I know it's not very competitive but I'm aiming for not shit
>>
>>49466495
it's possible, heavy flamers are a seperate infantry weapon because 3-4 in a single unit would be insane. Probably just an oversight
>>
>>49468049
that actually looks pretty good from a "I'm not a sisters player" glance
Thread posts: 324
Thread images: 33


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.